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Mavery

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Everything posted by Mavery

  1. After my first experience with the General on the PTS I knew non-guild groups were going to have an extremely hard time with this fight. This thread demonstrates it. The shackles need to stay. Do not remove them. If they are removed, the fight is trivialized. This is not -that- difficult of a mechanic; it simply requires situational and positional awareness (something that many players tend to lack, unfortunately). Pay attention to your surroundings and this guy will go down quickly.
  2. It's funny that you can't see the slipperly slope. Sure, it all begins with "oh it's not a problem if I'm allowed to, even if I wipe." Ok, but what about that group of 4 that doesn't want to expand? They can surely see the content for themselves with their four companions. More of these groups pop up. The groups of these people grow large enough where they demand nerfs so they can "see the content." Filling raid spots isn't difficult and it's not worth what it could become down the road.
  3. If you can't do a raid (without pugging) because someone can't make it, then your bench isn't deep enough. This is something your guild can easily rectify. No to companions in Operations.
  4. I've been playing around with my stats lately, and while I first believed we may get some shield augments, you want to stick with absorb augments. 14 absorb augments is the way to go.
  5. Stoic downed Dread Master Styrak on 16-player HM on April 18th / 2013 at 11:11pm ET. Link: http://files.enjin.com.s3.amazonaws.com/196331/module_gallery/original/1177522.jpg We are Republic in case anyone forgot.
  6. Stoic's 16-player HM progress: Dash'roode: http://files.enjin.com.s3.amazonaws.com/196331/module_gallery/original/1177172.jpg Titan 6: http://files.enjin.com.s3.amazonaws.com/196331/module_gallery/original/1177177.jpg Thrasher: http://files.enjin.com.s3.amazonaws.com/196331/module_gallery/original/1177176.jpg Operation Chief: http://files.enjin.com.s3.amazonaws.com/196331/module_gallery/original/1177175.jpg Olok the Shadow: http://files.enjin.com.s3.amazonaws.com/196331/module_gallery/original/1177173.jpg Cartel Warlords: http://files.enjin.com.s3.amazonaws.com/196331/module_gallery/original/1177171.jpg We did not take screenshots after the kill. That's why they appear like this. If you require any further proof, you will have to inspect Stoic members. The achievement screenshots are from the GM.
  7. This will be the last week for us on the PTS. Next week we will be shifting our focus back to Live. We will largely be doing NiM EC 16. If you're a DPS looking to complete the hardest fights in the game, we're definitely interested in you.
  8. The incoming damage (especially on 16) is so high that you want your tanks to be as defensively sound as possible. So unless you're a Guardian, no to hybrids.
  9. We've cleared the new raid on the PTS! We're still looking to add to our roster. If you want raid progression on a more casual schedule, come check us out at http://stoicguild.org. We are also open to absorbing any smaller guilds that wants to raid or is struggling to fill spots.
  10. I've soloed queued as all three roles before. While the wait times for DPS are longer, it does not take "all afternoon." Remember, if someone has you on ignore, the system won't group them with you. If DPS are finding queue times are really long, it might be because you irritated too many tanks / healers.
  11. If you've been playing on the PTS you'll know this is a non-issue now. The new daily (Lv 55) rewards 10 Elite Comms for a HM FP. There is a weekly cap on these (150). You can earn an additional 2 Elite comms per boss killed. The bonus and final bosses drop 69s (new SM Ops gear). Every HM FP in 2.0 will be a full run. I'd be shocked if there's a major patch between now and 2.0, so this is being solved.
  12. Still looking to add! Come join us on Live or the PTS!
  13. I already mentioned there is cross over. Stop trolling. The statement that was presented -- which I countered -- is that HPS requirements are lower in 16 than in 8. Whether or not you need all that HPS -- I agree with you that you don't -- is irrelevant. When you pool up all the healing in 8, and then calculate for 16, the HPS required per healer to heal up all the damage is higher in 16 than 8. Do you need all of that? No. But the math proves the statement wrong.
  14. No, that's not the argument at all. I'll attempt to simplify. In an 8-player Ops, you have a tank healer (commando / scoundrel) and a raid healer (sage / scoundrel). Since 8 player is the baseline, the healing they have to put out is 1.0 In an 16-player Ops, you have two tank healers and two raid healers. There is a 1.5 damage multiplier. This brings the total amount of healing up to 2.5. By simply doubling the healer for each role, you come up to 2.0. But you still need to heal 2.5. So each healer needs to heal 1.25 in order to meet the healing requirements for a fight. 1.25 > 1.0 . There is a greater amount of healing required in 16. Now obviously this is generally speaking. There are fights (like Dread Guards) where the raid healer will do more cross over healing than normal, and the same can be said vice-versa in the case of Soa. But in a non-specific, general case each healer in 16 must do 1.25 instead of 1.0. edit: if you want it put simply, 8-player, as I stated above, is baseline. 100%. By going into a 16, in order to meet the healing requirement, each healer must push up to 125% healing. Some numbers. Boss hits the tank for a total of 1,000 damage. In 8-player, the tank healer needs to put out 1,000 effective heals. In 16-player, the boss will hit the same tank for 2,500 (the damage multiplier). The two tank healers need to combine for 2,500. In this example, if the two healers are healing equally, they need to put out 1,250 heals. Clearly more than in the 8 model. I hope this makes my argument easier to understand.
  15. You have two tank healers and two raid healers. There is some cross over, but the vast majority of tank healers heals goes to tanks and same for raid healers. Yes, AOE damage is much more significant because of the 1.5x damage multiplier. So in order to overcome the multplier, the tank healers need to heal at a 1.25 clip and the raid healers at a 1.25 clip. In a 16-player Ops if you don't assign tank and raid healers... it goes south very quickly.
  16. Every boss in EC NiM for starters. edit: Your HPS argument is flawed for every fight in 16, too. In 16-player Ops there is a 1.5x damage multiplier for all incoming damage (tank, raid, avoidable). In a 16-player Ops you go from 1 -> 2 tank and raid healers respectively. So you have 1 tank healer for the base damage, a second to cover the 1x multiplier but there is still 0.5x multiplier to consider. This means that each healer needs to heal at a 1.25 clip instead of a 1.0 clip. So yeah.
  17. I'd say it's overgear. Writhing Horror has a very lenient enrage timer in HM, so that's a large part of it. But the DoT ticks a lot harder and with the increased players, the chance of getting gibbed by puddles (or putting them in bad spots) is increased. In the current tier the following fights are easier in 16: Operator IX That's it. Everything else is harder on 16. This is mostly to do with the 1.5x damage multiplier when you go from 8 -> 16. I've even seen this in 2.0 content. Yes, there are more healers, but tanks take more damage, the raid takes more damage, and you absolutely have to obey mechanics. In 8 runs of Kephess the Undying, for example, I've seen healers (non-scoundrel) get Energy Distortions and really no one cares. Why? The damage done to the tanks is so low it doesn't matter if the healer isn't healing. In 16? Yeah, that can wipe you. Same applies to TFB himself. On 8, I've seen fights where you do a good chunk of phase 2 with a DPS down. If you lose even a single DPS on 16, the irregularity phase will likely wipe you, nevermind the much harsher enrage timer. Which is why i maintain that anyone who says 16 is easier either has not done it before or is a troll starved for attention.
  18. Looks like someone has never done 16s before. Very few fights are easier on 16. Anyone who says otherwise either hasn't done 16 or is lying to get attention.
  19. Updated our recruitment needs. I would like to add that we're spending most of our time on the Public Test Server (PTS) where we are getting used to the class changes, playing with the new FPs, and streaming the new Op for developer feedback (we're 6/7 16-player HM in Scum and Villainy as I post this). If you're interested in the Stoic guild, visit us online at stoicguild.org or contact me on The Shadowlands as Elidibs or on the PTS as Elidibsz.
  20. It's been a pleasure getting to know all our new recruits. We've recently opened up Stoic on the Empire side (weekend raiding) but are currently putting a large focus on raiding on the PTS (new Operation for the win!!). Come to the website, fill out an app, and raid with us on Live and the PTS!
  21. Unfortunately a gear check would not be enough. You can be full 63 BiS without setting foot in a single operation. Nerfing the story mode fights into oblivion (so it's virtually impossible to wipe) would be the only way to go if they go into gf.
  22. It's likely an oversight. The exact error message is "You do not have the required reputation to use that item." It's a bug that will get fixed.
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